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  1. #41
    MSgt. Shooter Person
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    Default

    Wow nice tool! that will come in handy.

    On another note Iv managed to modify the material to work with hanging vines (There was a few problems with the orientation and simply reversing it doesn't work), ill be showing some ingame examples in a few weeks, check out my progress at: www.outlastgame.blogspot.com

  2. #42
    Prisoner 849
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    Jul 2007
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    Default

    I know people don't tend to read comments on Blogspot so I'll type it here instead. I saw you tried to bake ambient occlusion to vertex colors, after you bake the ambient occlusion to a texture file you can apply that texture file to the vertex colors. Simply go to (menu) Color > Paint Vertex Color > Option Box > Attribute Maps > Import.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

    Demoreel: Website
    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  3. #43
    MSgt. Shooter Person
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    Apr 2009
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    Default

    O nice thx Denny, that will do the trick, very helpful.

  4. #44
    MSgt. Shooter Person
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    Default

    hi does this work for MULTIPLE actors per patch of foliage, since the shader can only be passed ONE value?

  5. #45
    Prisoner 849
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    It's per actor yes.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

    Demoreel: Website
    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  6. #46
    MSgt. Shooter Person
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    Gamertag: Kornswag

    Default

    Great tutorial, thanks!
    Apollyon Asylum - Single Player Horror-Story Puzzler

  7. #47
    MSgt. Shooter Person
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    Gamertag: Hitman Spitfire

    Default same error - error x3004: undeclared identifier 'b'

    hi i am having an annoying problem and this is the coding i type in the custom node:

    float angle = b;
    float cosAngle = cos(angle);
    float sinAngle = sin(angle);
    float3 A = float3((a.x*cosAngle - a.y*sinAngle),(a.y*cosAngle + a.x*sinAngle),a.z);

    return A;

    and i cant seem to get the message to go away, im sure im doing it right

  8. #48

    Default

    Are you sure you have both the inputs as lowercase/upper case depending on the code you put in the custom? You may find you have made the inputs upper case therefore voiding the code

  9. #49

    Default

    I'm having an issue with the foliage. After I have created the material to be an exact replica of what is shown on this thread when I port it into my level ... nothing happens. It doest react when I touch it and it doest react to the wind actor it just sits there looking quite stale. Is there something I might be doing wrong? I've added it as a Foliage Actor as well

  10. #50

    Default

    This is really bugging me I've got an error and a warning, I just followed the screenshot but I'm a complete noob so I've probably missed something that seems obvious to others..

    warning X3206: 'tex2D': implicit truncation of vector type
    error X3004: undeclared identifier 'b'
    Fixed it:

    Select the Custom node, drop down list and type in the Input Names. 'a' and 'b'.


    ---


    GAAAAAAAAAAAAH. No errors but now the mesh isn't showing, I'm pretty sure it's me just being a complete tard at the moment but what I've done is got the S_CloverPlant_01 mesh, plugged the original texture into diffuse, plugged all the interactive stuff into the correct one. Then I've just changed the material on the cloverplant to the new interactive material..


    --


    Got them to show by reopening UDK but they don't move in any different way to the normal InteractiveFoliageActor plants. Also the material on the cloverplant mesh keeps reverting back to the original!

    What am I doing wrong? Can anyone help me, please?
    Last edited by Furyia; 05-03-2011 at 01:29 PM.

  11. #51
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    52

    Default Help!! ~_~

    Okey, so I have basicly copy/pasted your material...

    http://dl.dropbox.com/u/6117552/attempt.jpg

    But it just dont work, so... Any ideas? =P

    Edit: BTW, what currently happens to the meshes with this material applied is...
    1st it moves instant down along the Z axis, there is no transmission or any kind of animation.
    2nd its scale decreases by ~25-40% somehow, wuuuut?
    3rd it does not interact with the wind or the players.
    Last edited by Regga-Voska; 07-09-2011 at 03:54 PM.

  12. #52

    Default

    Still doesn't work for me either. Some form of response or help would be great :/

  13. #53
    MSgt. Shooter Person
    Join Date
    Jul 2010
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    32

    Default

    to everyone having difficulties , go thru it all carefully , replicated the material with no problems.
    many thanks A Rabbit

    Regga-Voska,
    noticed a few errors in your mat ,
    from the ObjectWorldPosition in lower right corner your Component Masks should be R and G , currently you have R and R.

    then from the FoliageNormalRotationAxisandAngle you have the Masked RGB and A going to the wrong nodes next. Masked RGB goes the the multiply , and A goes to the Append.

  14. #54

    Default

    Hello!!! Has anyone tried this material with the new foliage system UDK June 2011??? the system seams to group then together and animate as one it looks really weird.

    other thing, the only way to use interactive foliage is place then one by one???

    thanks...

    sorry for the bad english

  15. #55
    MSgt. Shooter Person
    Join Date
    Jun 2011
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    186

    Default

    I am sorry for asking this if it is an easy solution, but I cant for the life of me figure out how to paint interactive foliage actors. When using this material in the tutorial, do I have to place each mesh individually or is it even possible to paint these? Thank you.

  16. #56
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Location
    Middle England
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    Default

    I had the same issue - coding stuff XD - probably a wandering decimal -------> . OMG is that it?!

    My solution was copy /paste. I looked in PivotPainter_Example.udk map and traced the mesh to materials, and also to the material instance. I copied the massive instructions from the Material into my own custom Material. To copy: hold ctrl and alt - drag mouse over the entire massive Material instructions (and I had to widen the sides to grab it all), then ctrl-C. Then next, inside your own Material, right click and: Paste Here, which is at the bottom of the list. Then finally, I duplicated their Material Instance but put in the custom Material with the copy/paste instructions. 'My' custom grass waves around fine.

    Note: I will learn how the foliage system works eventually. Copy / paste isn't my preference. I see some UDK tutorials mention: 'your development team' and that would be me, me and me. So I need all the help that me can get because 'me' flags a little, and needs boosting by seeing stuff actually work, thereby motivating me to continue. Me needs that positive feedback, whereas, I, as team leader with the overview, has no problems with motivation ^^

    EDIT2: use SimpleGrassWind for a simpler but ... it looks very effective for foliage. In your Material - Material Editor, look on the right listed under World Position Offset: SimpleGrassWind is below RotateAboutWorldAxis_Cheap and above SplineThicken.

    SimpleGrassWind has 3 inputs, (I forget the inputs' name) press 1 key and it appears. Plug them to: WindIntensity and WindWeight. I set both to 1.0 AdditionalWPO set to 0.1
    Finally I plugged in 'Result' to WorldPositionOffset of the tex input.

    The slightly waving effect is exactly what I want, and that setup took only a minute.
    Last edited by Snipe34; 04-22-2012 at 07:06 PM. Reason: new knowledge

  17. #57

    Default

    Thanks for the Material Snippet and Hope you're project is going well, it looks great so far.


 
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